We have found the iiko textures but have no idea on how to start applying them to the iiko model, Any help would be great.
I believe the model already has the textures applied to them. Otherwise, go to the material editor and click on diffuse and search for the texture file. I believe there is already a UV mapping with the model too.
I hope I helped. Good Luck!
I’ve always had trouble getting it to fit just right though so I made my own Iiko map based off the one they provided except I made ones of all different colors to add some variety. If I could get the provided one to wrap correctly though that would be nice.
The model already has UV coordinates on it, but the material is merely a placeholder. I would recommend creating a new material for the iiko, and it is your option to use the included texture or paint one of your own. In the supporting videos, I do walk through (for both 3ds Max and Maya) how to put a Sub-Surface Scatter skin on, and where to add the textures. As for painting a new one, here are some ideas:
-
In 3ds Max, try painting diffuse, bump, and specular maps using Viewport Canvas. You can paint on the model in the viewport, and use layers, brushes, blending modes, etc.
-
From either 3ds Max or Maya, take your model over to Mudbox using the Send To function. In Mudbox, subdivide and sculpt, then export a normal map back to Max or Maya. While you’re there, paint the new geometry using the paint tools, and take those maps back as well.
Hope this helps, and feel free to ask if you have more questions.
-Adam Crespi
found out problem, iiko textures needed to be in the C: drive, under programfiles-autodesk-3dsmaxdesign-maps. and drop the screenassets folder in there
I had this problem last year too! Another easy fix is to go up to the logo in the top left and choose manage. Then go to asset tracking, right click the greyed out texture and hit set path. Then just choose where the file is. Dont know if they fixed it in this years model though
This is where the project structure in 3ds Max and Maya is really crucial - these problems would not be happening if proper project setup was followed. For both apps, the idea of a project is that all of the assets will reside in a project directory, in sub-directories. When the project is set, the program looks to the appropriate directory for that asset. For example, 3ds Max looks to sceneassets\images\ for bitmap textures, and will render to \renderoutput, save scenes in \scenes, and so on. Maya follows a similar structure, with textures going in the \sourceimages folder, scenes in \scenes, etc. Hence, setyour project first, and save your scenes in the \scenes directory. When you make textures, put them in the \sceneassets\images directory, and then browse to them from the Materials Editor. If you store images all over the hard drive, 3ds Max may lose track of where the image is, especially if you are moving your scenes between computers. I’ll be posting a video on the Autodesk site shortly going over project structure, as this is not the first time this has come up.
As far as applying the textures in a material, watch the videos on the Autodesk First Robotics site on lighting and materials; there are videos for both 3ds Max and Maya.